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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.28 10:08:00 -
[1] - Quote
I hate the idea of having to buy ammo just to use a gun, or having to pay for every round of ammo; it seems like it would make things pointlessly tedious. I would however like to have a variety of optional exotic ammo types to equip and use though. There a way to have it both ways. When reading this, keep in mind gun customization is coming soon. Anyway, this is how it should work.
All guns should come pre-fitted with a FREE basic ammo pack, much like how like how a vehicle comes with free turrets already equipped. This means if you don't care about ammo types and all that, and you just want your gun to work, then you don't have to have to buy ammo.
When a gun (and the rest of the fitting) is destroyed in battle, so is the ammo pack as well. If the fitting survives the battle then the ammo pack should stay even if all the shots were all depleted in the battle; a surviving ammo pack should be resupplied back to its maximum capacity after the battle ends (since nanites can just replenish them).
Non-basic ammo packs should not come pre-equipped in a gun, but should have to be purchased seperately, and fitted into the gun in place of the basic ammo pack.
Nanohives should still work as usual, and replenish ammo of any type (basic, or non-basic).
Purchasable non-basic ammo packs could include, but not limited: anti-shield rounds, anti-armor rounds, extra range rounds, faster swarm launcher missiles, incendiary mass driver rounds to light things on fire, stasis webifier mass driver rounds to slow enemies. There could also be non-basic ammo packs for higher round capacity and no other special effects.
EDIT: Like it has been pointed out, this idea is basically having ammo packs as weapon customization modules, and not as a regular depleting resource like bullets in real life. Bullets are easily replaced by manufacturing nanites (like ones in nanohives), so it wouldn't make sense to have them work like real life bullets. This means if you finish a battle with an ammo pack not destroyed in the battle, but depleted of bullets, next time you deploy in a new battle you will start off with a full pack of ammo (yay for nanites).
Thanks for reading. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.28 12:03:00 -
[2] - Quote
Pointlessly tedious? Not really. Explain how it would be so tedious to customize your weapon with ammo or use infinitely free militia ammo. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.12.28 12:06:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:I hate the idea of having to buy ammo to use a gun, it seems like it would make things pointlessly tedious. I would however like to have a variety of optional exotic ammo types to equip and use though. There a way to have it both ways. When reading this, keep in mind gun customization is coming soon. Anyway, this is how it should work. All guns should come pre-fitted with a FREE basic ammo pack, much like how like how a vehicle comes with free turrets already equipped. This means if you don't care about ammo types and all that, and you just want your gun to work, then you don't have to have to buy ammo.
When a gun (and the rest of the fitting) is destroyed in battle, so is the ammo pack as well. If the fitting is not destroyed, then the ammo pack should stay, even if all the shots are depleted (since nanites can just replenish them).
Non-basic ammo packs should have to be purchased, and fitted into the gun in place of the basic ammo pack.
Purchasable non-basic ammo packs could include, but not limited: anti-shield rounds, anti-armor rounds, extra range rounds, faster swarm launcher missiles, incendiary mass driver rounds to light things on fire, stasis webifier mass driver rounds to slow enemies.
Thanks for reading.
Me likes for a future expansion. As i dont believe we'll get this with the basic weapon customization they intend to add to the game.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.28 12:09:00 -
[4] - Quote
Ulysses Knapse wrote:Pointlessly tedious? Not really. Explain how it would be so tedious to customize your weapon with ammo or use infinitely free militia ammo.
Please read the full post before commenting.
All guns should come with free basic ammo already equipped because having to equip the basic ammo would be boring extra work. If you do want special ammo types, you buy and replace the free basic pre-fitted ammo type for the one you want.
I'm saying it would be tedious if guns didn't already have a ammo already pre-fitted into them, and you had to buy ammo just to use basic ammo. |
dv8edhitman
The Red Guards
18
|
Posted - 2012.12.28 14:07:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:I hate the idea of having to buy ammo just to use a gun, it seems like it would make things pointlessly tedious. I would however like to have a variety of optional exotic ammo types to equip and use though. There a way to have it both ways. When reading this, keep in mind gun customization is coming soon. Anyway, this is how it should work. All guns should come pre-fitted with a FREE basic ammo pack, much like how like how a vehicle comes with free turrets already equipped. This means if you don't care about ammo types and all that, and you just want your gun to work, then you don't have to have to buy ammo.
When a gun (and the rest of the fitting) is destroyed in battle, so is the ammo pack as well. If the fitting is not destroyed, then the ammo pack should stay, even if all the shots are depleted (since nanites can just replenish them).
Non-basic ammo packs should have to be purchased, and fitted into the gun in place of the basic ammo pack.
Purchasable non-basic ammo packs could include, but not limited: anti-shield rounds, anti-armor rounds, extra range rounds, faster swarm launcher missiles, incendiary mass driver rounds to light things on fire, stasis webifier mass driver rounds to slow enemies.
Thanks for reading.
A suggestion
because you are able to make a multitude of different fits make fits for your situation.. with different ammo types, its not like you have a cargohold its similar to switching to a rpg for clearing out tanks or dropships, Just label your fittings EM, Kinetic, etc etc. for ammo types.. This should direct yourself in a better fashion.
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Octavian Vetiver
Dog Nation United Relativity Alliance
152
|
Posted - 2012.12.28 18:14:00 -
[6] - Quote
dv8edhitman wrote:KAGEHOSHI Horned Wolf wrote:I hate the idea of having to buy ammo just to use a gun, it seems like it would make things pointlessly tedious. I would however like to have a variety of optional exotic ammo types to equip and use though. There a way to have it both ways. When reading this, keep in mind gun customization is coming soon. Anyway, this is how it should work. All guns should come pre-fitted with a FREE basic ammo pack, much like how like how a vehicle comes with free turrets already equipped. This means if you don't care about ammo types and all that, and you just want your gun to work, then you don't have to have to buy ammo.
When a gun (and the rest of the fitting) is destroyed in battle, so is the ammo pack as well. If the fitting is not destroyed, then the ammo pack should stay, even if all the shots are depleted (since nanites can just replenish them).
Non-basic ammo packs should have to be purchased, and fitted into the gun in place of the basic ammo pack.
Purchasable non-basic ammo packs could include, but not limited: anti-shield rounds, anti-armor rounds, extra range rounds, faster swarm launcher missiles, incendiary mass driver rounds to light things on fire, stasis webifier mass driver rounds to slow enemies.
Thanks for reading. A suggestion because you are able to make a multitude of different fits make fits for your situation.. with different ammo types, its not like you have a cargohold its similar to switching to a rpg for clearing out tanks or dropships, Just label your fittings EM, Kinetic, etc etc. for ammo types.. This should direct yourself in a better fashion.
Problem you run into latter or will is that you have a max number of fittings that can be saved. I think someone did 41 and couldn't save anymore. Now, what could fix that is if you could at some point import and export those fits to your hard drive since right now all of that is saved server side. Since it is doable on EVE it could be doable on here. Though might not be the easiest since EVE fitter is coded for that sort of thing. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.28 20:21:00 -
[7] - Quote
KAGEHOSHI Horned Wolf wrote:Ulysses Knapse wrote:Pointlessly tedious? Not really. Explain how it would be so tedious to customize your weapon with ammo or use infinitely free militia ammo. Please read the full post before commenting. I did, and your idea is quite different to what I imagine ammo being. Ammo packs? Ammo regeneration? I think for not. That would turn it into basically a module. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.28 20:57:00 -
[8] - Quote
Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Ulysses Knapse wrote:Pointlessly tedious? Not really. Explain how it would be so tedious to customize your weapon with ammo or use infinitely free militia ammo. Please read the full post before commenting. I did, and your idea is quite different to what I imagine ammo being. Ammo packs? Ammo regeneration? I think for not. That would turn it into basically a module.
Ammo will only regenerate AFTER the battle IF you survive. I see no problem with it being like a module.
Like I said, bullets are easily replenished by manufacture nanites after the battle ends. Vehicle/dropsuit shields and armor regenerate after battle if they survive, so there is no reason to make ammo an exception.
Having it to run out even when you don't die, not only wouldn't make sense, but would be tedious because it would mean you would always need to restock even when you don't die. So much time in the game is just spent managing fittings instead of actually doing battles, depleting ammo would only add to that.
How do you want ammo to work? |
dv8edhitman
The Red Guards
18
|
Posted - 2012.12.28 21:54:00 -
[9] - Quote
Octavian Vetiver wrote:dv8edhitman wrote:KAGEHOSHI Horned Wolf wrote:I hate the idea of having to buy ammo just to use a gun, it seems like it would make things pointlessly tedious. I would however like to have a variety of optional exotic ammo types to equip and use though. There a way to have it both ways. When reading this, keep in mind gun customization is coming soon. Anyway, this is how it should work. All guns should come pre-fitted with a FREE basic ammo pack, much like how like how a vehicle comes with free turrets already equipped. This means if you don't care about ammo types and all that, and you just want your gun to work, then you don't have to have to buy ammo.
When a gun (and the rest of the fitting) is destroyed in battle, so is the ammo pack as well. If the fitting is not destroyed, then the ammo pack should stay, even if all the shots are depleted (since nanites can just replenish them).
Non-basic ammo packs should have to be purchased, and fitted into the gun in place of the basic ammo pack.
Purchasable non-basic ammo packs could include, but not limited: anti-shield rounds, anti-armor rounds, extra range rounds, faster swarm launcher missiles, incendiary mass driver rounds to light things on fire, stasis webifier mass driver rounds to slow enemies.
Thanks for reading. A suggestion because you are able to make a multitude of different fits make fits for your situation.. with different ammo types, its not like you have a cargohold its similar to switching to a rpg for clearing out tanks or dropships, Just label your fittings EM, Kinetic, etc etc. for ammo types.. This should direct yourself in a better fashion. LOL only 41? I think that might be plenty sufficient .. even re editing fits as your skills get higher. Problem you run into latter or will is that you have a max number of fittings that can be saved. I think someone did 41 and couldn't save anymore. Now, what could fix that is if you could at some point import and export those fits to your hard drive since right now all of that is saved server side. Since it is doable on EVE it could be doable on here. Though might not be the easiest since EVE fitter is coded for that sort of thing.
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WHz DS9899
Doomheim
136
|
Posted - 2012.12.29 00:26:00 -
[10] - Quote
Just to clear this up: do you mean that you would attach a ammo type to the gun fitting, and f you didn't die, it would stay no matter how many shots you fired? If so, I thought of this idea ages ago, and I got raged at for saying this idea. I agree with you, this would be fun to have in Dust, especially if I could do this with my blaster on my HAV. |
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Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2012.12.29 00:57:00 -
[11] - Quote
Okay im normally for more variety in a game but honestly i have to say no on this. Mainly because it would allow certain classes like Assault AR's to be effective against every enemy type they encounter. Now granted it could be cool yes in the sense that if any class can do it great, but even then all it will do is encourage more lone wolf behavior and more to the point will drive the player base back to using rifles and only rifles, especially if you could have different ammo types in a single fitting.
As it is each weapon has a strength or weakness against a particular HP protection. This creates complimentary combinations when squads act as a unit, also weakness in one weapon can often be complimented by a grenade that makes up for it.
I just feel like this type of system will drive more Mass Effect like Soldier builds where you have a single soldier able to handle each and every threat on his own without the need of squad/teammates.
Im skeptical of its implementation, also because imagine a LR with this, MD"s with this would be shear chaos. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.29 04:01:00 -
[12] - Quote
Gunner Visari wrote:Okay im normally for more variety in a game but honestly i have to say no on this. Mainly because it would allow certain classes like Assault AR's to be effective against every enemy type they encounter. Now granted it could be cool yes in the sense that if any class can do it great, but even then all it will do is encourage more lone wolf behavior and more to the point will drive the player base back to using rifles and only rifles, especially if you could have different ammo types in a single fitting.
As it is each weapon has a strength or weakness against a particular HP protection. This creates complimentary combinations when squads act as a unit, also weakness in one weapon can often be complimented by a grenade that makes up for it.
I just feel like this type of system will drive more Mass Effect like Soldier builds where you have a single soldier able to handle each and every threat on his own without the need of squad/teammates.
Im skeptical of its implementation, also because imagine a LR with this, MD"s with this would be shear chaos.
The ammo types would have their weaknesses as well, like a anti-shield ammo pack would be terrible against armor. If its balanced, it won't be overpowered, and teamwork with others will still be required. You may have special ammo, but so will your enemies, so I really doubt it will make lone wolves overpowered since the people they fight will have access to the same assets. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.12.29 04:33:00 -
[13] - Quote
I actually like the thought of having to supply ammo, at least in null sec. High sec the ammo should be supplied by the militias free of charge but null sec, logistics come to play a role in war as well. I think it would be interesting to have a particularly hard fight where one team loses because they run out of ammo, since their commander didn't bring enough.
Or maybe having an ammo shortage in one section of the galaxy bring DUST war efforts to a halt while fightig intensifies around supply lines, in EVE. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.29 06:36:00 -
[14] - Quote
KAGEHOSHI Horned Wolf wrote: Ammo will only regenerate AFTER the battle IF you survive. I see no problem with it being like a module.
Except, ammunition shouldn't be like modules, because it's ammunition.
KAGEHOSHI Horned Wolf wrote: Like I said, bullets are easily replenished by manufacture nanites after the battle ends. Vehicle/dropsuit shields and armor regenerate after battle if they survive, so there is no reason to make ammo an exception.
Shields regenerate all the time, and armor is repaired. You cannot repair something that gets used up. It makes sense for ammo to run out when you use it, and it would give some incentive to conserve ammo. It's just like the cost of hi-tech dropsuits, except instead of being reckless with your life, you're being reckless with your bullets.
KAGEHOSHI Horned Wolf wrote: Having it to run out even when you don't die, not only wouldn't make sense, but would be tedious because it would mean you would always need to restock even when you don't die. So much time in the game is just spent managing fittings instead of actually doing battles, depleting ammo would only add to that.
Managing fittings? All you would have to do is restock ammunition, compared to your idea, so it really is very minimal.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.29 07:20:00 -
[15] - Quote
Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote: Ammo will only regenerate AFTER the battle IF you survive. I see no problem with it being like a module.
Except, ammunition shouldn't be like modules, because it's ammunition. KAGEHOSHI Horned Wolf wrote: Like I said, bullets are easily replenished by manufacture nanites after the battle ends. Vehicle/dropsuit shields and armor regenerate after battle if they survive, so there is no reason to make ammo an exception.
Shields regenerate all the time, and armor is repaired. You cannot repair something that gets used up. It makes sense for ammo to run out when you use it, and it would give some incentive to conserve ammo. It's just like the cost of hi-tech dropsuits, except instead of being reckless with your life, you're being reckless with your bullets. KAGEHOSHI Horned Wolf wrote: Having it to run out even when you don't die, not only wouldn't make sense, but would be tedious because it would mean you would always need to restock even when you don't die. So much time in the game is just spent managing fittings instead of actually doing battles, depleting ammo would only add to that.
Managing fittings? All you would have to do is restock ammunition, compared to your idea, so it really is very minimal.
Actually, you can manufacture it with nanites. I said this before. You can manufacture things with nanites, that is how nanohives work; they manufacture bullets to replace the ones that got used up within seconds. Go read the nanohive (hive of nanites or nanobots) full description in the market.
Just to make sure we're clear, nanites (self-replicating microscopic machines) can construct ammunition to replace depleted rounds within seconds.
If its replenished that easily, there is no reason why it can't just behave like a module. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.29 08:47:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote: Ammo will only regenerate AFTER the battle IF you survive. I see no problem with it being like a module.
Except, ammunition shouldn't be like modules, because it's ammunition. KAGEHOSHI Horned Wolf wrote: Like I said, bullets are easily replenished by manufacture nanites after the battle ends. Vehicle/dropsuit shields and armor regenerate after battle if they survive, so there is no reason to make ammo an exception.
Shields regenerate all the time, and armor is repaired. You cannot repair something that gets used up. It makes sense for ammo to run out when you use it, and it would give some incentive to conserve ammo. It's just like the cost of hi-tech dropsuits, except instead of being reckless with your life, you're being reckless with your bullets. KAGEHOSHI Horned Wolf wrote: Having it to run out even when you don't die, not only wouldn't make sense, but would be tedious because it would mean you would always need to restock even when you don't die. So much time in the game is just spent managing fittings instead of actually doing battles, depleting ammo would only add to that.
Managing fittings? All you would have to do is restock ammunition, compared to your idea, so it really is very minimal. Actually, you can manufacture it with nanites. I said this before. You can manufacture things with nanites, that is how nanohives work; they manufacture bullets to replace the ones that got used up within seconds. Go read the nanohive (hive of nanites or nanobots) full description in the market. Just to make sure we're clear, nanites (self-replicating microscopic machines) can construct ammunition to replace depleted rounds within seconds. If its replenished that easily, there is no reason why it can't just behave like a module. Because it's ammunition, and that's just to make a lore-friendly reason for a gameplay feature. I don't even like nanohives. |
Kaathe
Osmon Surveillance Caldari State
41
|
Posted - 2012.12.29 09:26:00 -
[17] - Quote
+1 ammo as modules. I get it, makes sense.
It's not just "EVE lore", it's part of the game it self. When there is something in place within the "lore" the game has to go along with it, otherwise contradictions will form, and the mechanics of the game won't make any sense.
Yes, our normal reality states that once ammo is used up it's gone for good. But that works within our world. EVE's "world" is that with advance technology, with it's own rules and stuff. The suggestion of treating ammo like a module makes sense within this world. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.29 09:45:00 -
[18] - Quote
Ulysses Knapse wrote: Because it's ammunition.
Like it or not, the lore is already established.
You realize that's not a valid argument right? "Why can't X be a subcategory of Y? because its X"
Apply that same logic to anything else "Why can't a crow be a subcategory of birds? because its a crow" "Why can't a cat be a subcategory of animal? because its a cats" All of these counterexamples show this line of reasoning is invalid, therefore you can't just say "because its ammunition".
You can't just restate something is what it is as proof as why it can't fall into a broader category. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.29 11:15:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:Ulysses Knapse wrote: Because it's ammunition.
Like it or not, the lore is already established. You realize that's not a valid argument right? "Why can't X be a subcategory of Y? because its X" Apply that same logic to anything else "Why can't a crow be a subcategory of birds? because its a crow" "Why can't a cat be a subcategory of animal? because its a cats" All of these counterexamples show this line of reasoning is invalid, therefore you can't just say "because its ammunition". You can't just restate something is what it is as proof as why it can't fall into a broader category. Ammunition is not a subcategory of modules, so don't play that card.
Also, what you are suggesting (basically just another facet for weapon customization) would be much easier to accomplish if it worked like any other weapon customization feature, and not a separate sub-module. It would work identically to what you are suggesting, but be much simpler. I don't support it terribly, but it's better than nothing. I would much rather prefer a normal ammunition feature, but this alternative, so long as it was implemented as a customization configuration and not as a module, would be acceptable. |
Anyanka Shadowmane
Sanmatar Kelkoons Minmatar Republic
80
|
Posted - 2012.12.29 11:38:00 -
[20] - Quote
Ulysses Knapse wrote:Ammunition is not a subcategory of modules, so don't play that card.
Also, what you are suggesting (basically just another facet for weapon customization) would be much easier to accomplish if it worked like any other weapon customization feature, and not a separate sub-module. It would work identically to what you are suggesting, but be much simpler. I don't support it terribly, but it's better than nothing. I would much rather prefer a normal ammunition feature, but this alternative, so long as it was implemented as a customization configuration and not as a module, would be acceptable. Currently ammunition isn't a subcategory of anything. I don't like the idea of treating ammo the same as in EVE as was suggested in this thread. It might work in EVE, but in a FPS where the point of the game is to shoot people? The more better guns are already more expensive than the militia versions, so why should you then have to pay more for each bullet? If you were paying for the versatility of different types of ammo, then I think that treating it as a module is a suitable easy way.
E.g. A module like 'shield breaker: weapons do +2% damage to shields but -2% damage against armour' or something like that.
Basically, I think once you've paid your ISK (or AUR) for a gun, you should be able to use it till it runs out, then you get yourself to a nano hive or supply depot so the teeny little bots can make you some new ammo. |
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Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2012.12.29 11:44:00 -
[21] - Quote
Anyanka Shadowmane wrote:Currently ammunition isn't a subcategory of anything.. That was my point. |
Anyanka Shadowmane
Sanmatar Kelkoons Minmatar Republic
80
|
Posted - 2012.12.29 11:53:00 -
[22] - Quote
Ulysses Knapse wrote:Anyanka Shadowmane wrote:Currently ammunition isn't a subcategory of anything.. That was my point. Sorry, I misunderstood. I thought you were trying to say that ammo isn't a subcategory of modules, it is a thing in it's own right.
Where as I was trying to say that currently ammo isn't a thing at all outside of how much a weapon comes with and how much is in the clip.
But my main point was that I don't think that you should have to pay for ammo before you can use your gun. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.29 12:51:00 -
[23] - Quote
Ulysses Knapse wrote:KAGEHOSHI Horned Wolf wrote:Ulysses Knapse wrote: Because it's ammunition.
Like it or not, the lore is already established. You realize that's not a valid argument right? "Why can't X be a subcategory of Y? because its X" Apply that same logic to anything else "Why can't a crow be a subcategory of birds? because its a crow" "Why can't a cat be a subcategory of animal? because its a cats" All of these counterexamples show this line of reasoning is invalid, therefore you can't just say "because its ammunition". You can't just restate something is what it is as proof as why it can't fall into a broader category. Ammunition is not a subcategory of modules, so don't play that card. Also, what you are suggesting (basically just another facet for weapon customization) would be much easier to accomplish if it worked like any other weapon customization feature, and not a separate sub-module. It would work identically to what you are suggesting, but be much simpler. I don't support it terribly, but it's better than nothing. I would much rather prefer a normal ammunition feature, but this alternative, so long as it was implemented as a customization configuration and not as a module, would be acceptable.
Of course it isn't now, I never said it is right now. I'm saying it can be and there is no reason why it shouldn't. It would fit with the lore (which you are so quick to ignore), and your "because its ammunition" answer no way proves it can't or shouldn't be.
I would like it to be another facet for weapon customization as well, as a weapon customization module (as apposed to a dropsuit or vehicle module). Perhaps I should specify weapon customization module and not just module i the OP. |
SGT Garrisson
On The Brink
60
|
Posted - 2012.12.29 12:55:00 -
[24] - Quote
keep ammo the way it is using nanohives to replenish it
add charge slot to the weapon same as eve weapons have where u can drop in the type of ammo u wish to use
only able to change this at a supply depot and untill u chage it thats the damage type u fire simple
altho u could set up copies of the same suit with difrent ammo types |
Lorpsajee Nos
Circle of Huskarl Minmatar Republic
5
|
Posted - 2012.12.29 13:46:00 -
[25] - Quote
I don't like the idea of separate modules. I think nanohives should still replenish the special ammo. Special ammo should compliment standard ammo not make it redundant. You could introduce tracer rounds, tracker darts, emp? If new ammo just does more damage then anyone using it would have an excessive advantage over normal players. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.29 13:56:00 -
[26] - Quote
Lorpsajee Nos wrote:I don't like the idea of separate modules. I think nanohives should still replenish the special ammo. Special ammo should compliment standard ammo not make it redundant. You could introduce tracer rounds, tracker darts, emp? If new ammo just does more damage then anyone using it would have an excessive advantage over normal players.
I think nanohives should replenish special ammo as well. I don't want special rounds to just be higher damage versions of basic ammo, but instead just exist different roles, and with different strengths and weaknesses. Tracing rounds, and EMP rounds (guessing low damage rounds that mess up enemy HUD) would be awesome.
How would you like it to work if not as a module you fit on your gun? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.29 14:27:00 -
[27] - Quote
WHz DS9899 wrote:Just to clear this up: do you mean that you would attach a ammo type to the gun fitting, and f you didn't die, it would stay no matter how many shots you fired? If so, I thought of this idea ages ago, and I got raged at for saying this idea. I agree with you, this would be fun to have in Dust, especially if I could do this with my blaster on my HAV.
+1 for you since you say you came up with it 1st. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2012.12.29 14:27:00 -
[28] - Quote
I support the OP. Having ammo pack modules would improve the game. For those against it, look at how well it worked in Section 8. |
Lorpsajee Nos
Circle of Huskarl Minmatar Republic
5
|
Posted - 2012.12.29 14:30:00 -
[29] - Quote
KAGEHOSHI Horned Wolf wrote:Lorpsajee Nos wrote:I don't like the idea of separate modules. I think nanohives should still replenish the special ammo. Special ammo should compliment standard ammo not make it redundant. You could introduce tracer rounds, tracker darts, emp? If new ammo just does more damage then anyone using it would have an excessive advantage over normal players. I think nanohives should replenish special ammo as well. I don't want special rounds to just be higher damage versions of basic ammo, but instead just exist different roles, and with different strengths and weaknesses. Tracing rounds, and EMP rounds (guessing low damage rounds that mess up enemy HUD) would be awesome. How would you like it to work if not as a module you fit on your gun?
I guess modules make the most sense. Would also limit over powered fittings. What about equipment slot? |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
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Posted - 2012.12.29 14:30:00 -
[30] - Quote
Lorpsajee Nos wrote:I guess modules make the most sense. Would also limit over powered fittings. What about equipment slot? The module would go into a weapon fit, it wouldn't go in as a module for you dropsuit. Equipment slots could be where the ammo pack could go since having high and low slots for weapon fittings doesn't make that much sense to me. |
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